/*
 * This file is part of the Sx Framework Library.
 * 
 * Copyright (C) 2013 University of Colorado Denver
 * <min.choi@ucdenver.edu> <shane.transue@ucdenver.edu>
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 
 * DEALINGS IN THE SOFTWARE.
 */
#ifndef SX_OPENGL_IMMEDIATE_MESH_RENDERER_H
#define SX_OPENGL_IMMEDIATE_MESH_RENDERER_H

#include <sxGraphicsObjectRenderer.h>
#include <sxMesh.h>
#include <sxOpenGL_Context.h>
#include <sxStaticRepresentation.h>

/* Sx library types. */
using Sx::Graphics::Objects::Mesh;
using Sx::Graphics::Objects::Rendering::GraphicsObjectRenderer;
using Sx::Graphics::StaticRepresentation;
using Sx::OpenGL::Graphics::Contexts::OpenGL_Context;

namespace Sx {
namespace OpenGL {
namespace Graphics {
namespace Objects {
namespace Rendering {

class OpenGL_Immediate_MeshRenderer : public GraphicsObjectRenderer<OpenGL_Context, Mesh, StaticRepresentation> {
public:
	OpenGL_Immediate_MeshRenderer(const std::shared_ptr<OpenGL_Context>& graphicsContext);
	virtual ~OpenGL_Immediate_MeshRenderer();

	bool construct(OpenGL_Context* const graphicsContext, Mesh* const mesh, const StaticRepresentation* const physicalRepresentation);
	void update(OpenGL_Context* const graphicsContext, Mesh* const mesh, float dt);
	void render(OpenGL_Context* const graphicsContext, Mesh* const mesh, const StaticRepresentation* const physicalRepresentation);
};

}

}

}

}

}

#endif
